Showing posts with label Encounter Critical. Show all posts
Showing posts with label Encounter Critical. Show all posts

Monday, January 21, 2013

A Quick Vision of Vanth...

Two Rogue Steel Chariots attack an Old Terran Morphibot

The many mountain ranges of Vanth are dangerous to those unfamiliar with the terrain. Among the newest means of travel are the amazing Steel Chariots of the Iron Dwarf King. These cyaborgic wonders are crafted of a unique blend of orichalcum, mithril, and dilithium to withstand the extreme environmental and intelligent dangers of the mountains. Sometimes the control mind goes mad and a Steel Chariot rampages throughout the land destroying anything organic in its path and converting usable materials into fuel and ammunition. The Iron Dwarf King dispatches his Retrieval Engineer Corps to either subdue or destroy the errant construct before secrets are discovered.

Wednesday, November 14, 2012

Visions of Vanth 7: More Gods of Vanth

Here are four more gods and goddesses from the Mighty Land of Vanth. But first a word of warning...

From the Wanderings of Werdna H'Tedirem 

Many are the gods and goddesses of Vanth. In my journey across the lands, I have seen and witnessed many beings who claimed divinity. Here are some of the lesser known entities I have encountered. One note: NEVER mock any being that can wish horrible horrible things to you from vast distances. You have been warned.

Eclai Fortune




The Prince of Vultures, Ringmaster of the Last Great Caravan, Death God of the Funfair Nomads. 

Eclai Fortune flies eternally over the Funfair Nomads, descending to Vanth when death approaches one of his own. The worshipers of Eclai are the sad clowns and fortune tellers of the Funfair Nomads. The dead of the Nomads are left in roadside shrines guarded from the living and the dead by well fed Giant Vultures and the morbid Raven Knights. For a Death God, Eclai is considered quite friendly and fair, and often offers his subjects advice and games to prolong their lives. His realm is the Great Road, a heavenly road where the Funfair Nomads roam, every stop full of money, food, and entertainment. 

The Golden Maria 






Oracle of the Steel Warlords, The Empress on the Throne. 

Legend says that the Golden Maria was the first Robodroid to tread Vanth, ages before the Vulkins even discovered the Medieval Sector. The Steel Warlords found her bound to her throne deep within the Hidden Caves and moved her into the capitol city where they ensconced her in the Hall of Ancestors. Most of the days she sleeps while autoscribes dictate her murmurings and augur their meanings. When she wakens, a kirilian halo emanates from her as Maria speaks to the Warlords in a voice mechanical yet rich with wistful emotion.

Bentwit the Clown




The Betrayer at the Gate, The Instigator of the Marks, The Slayer of the Rubes 

If the Funfair Nomads have a god of evil and greed, Bentwit the Clown is it. Formerly the right hand clown of the Grand Ringmaster, Bentwit grew jealous of the other peoples of Vanth and began to cheat and kill them heedless of the Law of Luck. The Grand Ringmaster cast Bentwit from the Great Exodus but he exists off the road, tempting Funfair Nomads to pillage and slaughter instead of trade and fun. Bentwit rules the hell called Choryżart, a wasted expanse where evil Funfair Nomads are entombed in pillars of salt, never to roam the Afterlife like their kin.

The Shadow Man



Perdisdioj of  the Unwanted Truth, The Cloak of Midnight

One of the more unusual claimants to divinity are the Perdisdioj, personifications of the Concepts of Forgotten Terra, beings of amazing powers and strange flaws. How the Perdisdioj got to Vanth is a mystery to scholars, but their powers are a force to be reckoned with. Some denizens of Vanth have met the Perdisdioj, and have bargained for their favor. Forever in the shadows in a strange suit and coat, a Perdisdioj known as the Shadow Man speaks knowledge to the lies of power of corruption. However such knowledge is used or the consequences reaped  (good or ill) is of no consequence to him. Those who get too close are lost in the smoke and mist that clings to him. 


Thursday, July 12, 2012

Visions of Vanth 6: Some Gods of Vanth

From the Wanderings of Werdna H'Tedirem

Many are the gods and goddesses of Vanth. In my journey across the lands, I have seen and witnessed many beings who claimed divinity. Here are some of the lesser known entities I have encountered. One note: NEVER mock any being that can wish horrible horrible things to you from vast distances. You have been warned.


St. Gordon of Policia: The Sun That Never Sleeps. Every breath you take, every move you make, every cake you bake, he'll be watching you.




The Brigadier: The Destroyer of the Destroyer. Protector of soliders and pioneers. Manifested at the Battle of Bloodhaven and defeated a division of Viraxian troops with a Claymore and a Service Revolver--by himself.



Reargh!Thrark: God of the Blue Nanthals, a tribe of blue cavemen that live in the Bleak Mountains. Urges his followers with storms, fire and unstoppable rampages of destruction.



Saulkormmotu the Dessicated : Demon Prince of Sandstorms. In Ape Sultan mythology he was the Demon Prince who drained the Jungle Paradise of all life-giving water and shred the trees.


T'Lotiel: Vulkin Patroness of Gothness, Depression, and the Undead. Despite the Vulkin devotion to Logic, the Empire was never really able to eradicate all of their old beliefs. Called upon by those who are having a bad day or turning into vampires.

Sunday, February 12, 2012

Encounter Critical Repost: Los Caballeros de la Máscara

Inspired by the masterful Labyrinth Critical posts over at the No Signal! blog in general and the Luchador class draft in particular I repost an old favorite. Here's a Luchador organization for the Mighty Land of Vanth!

Los Caballeros de la Máscara (The Knights of the Mask)


Los Caballeros de la Máscara are a wandering order of luchador knights who wander the land of Vanth battling the evil and corrupt. Eschewing weapons and armor, these brave men, women and things defend all the races across the land according to the tenets of the mythical Luchador Kings of Terra. Even the diabolical Darth Viraxis allows members of the Caballeros to fight monsters in his lands.

The Caballeros use strength, agility, and legendary wrestling ability to battle monsters and mad scientists. Each luchador knight has a unique mask that is chosen through deeds and visions. Their skills of wrestling are honed to a fine edge, and the oldest members of the Caballeros de la Máscara are said to have almost mystical powers. Legend tells that one of the founders or the order, La Máscara de Oro (The Golden Mask) battled Darth Viraxis to a standstill after a three day conflict.

There are legends of Fallen Caballeros who have betrayed the ways of the Luchador Knights, but most of these are believed to be stories used to scare children. If they are true, these Fallen Caballeros may become a great danger to all the lands of Vanth. Darker still are the archenemies of the Caballeros and the purpose of their creation: the Lich Templars of Ossorio. These blood drinking fiends are entombed in the North Mountains, but their dark influence is felt throughout the lands of Vanth.

Thursday, December 8, 2011

Seventh Sanctum Generator Fun: Weird Fantasy

These 4 entries were all generated by some of the fine random generators at the Seventh Sanctum website. The paragraph below each of them was genrated by me. Use them for your weird fantasy/pulp/horror campaigns.

The Fourth Sultanna Who Hates Possibility


In the lands of the Plutocracy, hidden in the shadows of the Pantheons is the veneration of the Sultannas. These ancestor goddesses are worshipped by the native peoples who asked for various intercession with the deities of the Land. They are not named fearing that those who know the true names of the Sultannas will bind them to the will of men. The Fourth Sultanna Who Hates Possibility is called upon when someone is threatened by the changing of the staus quo. If the Sultanna is placated strange things will happen until change is stopped or averted.

The Dark Emperor of the Garnet Arrow

The Symbol of the Dark Emperor
A demon lord of moderate power, this servitor of Demogorgon appears as handsome 9 foot tall human with iron infused skin and an ornate suit of garnet armor carved in swirling runes describing abhorrent deeds surrounding the Garnet Arrow. His only weapons are a demonforged morningstar and a longbow made of dinosaur bones. The Dark Emperor tempts rulers with promises of vast wealth and land. His abyssal demense Elazguro has pathways to all of the Realms the Dark Emperor has corrupted. He sits at the center of intrigue, watching as his minions plot and poison for his favor.

Ooze Children From Thognyia



Thognyia, the City of the Swamps,  is a remnant of the Fifth Planet that lies buried underneath the swamps of Lousiana. The once men that walked it's streets were infected by an ancient curse to become one with the land. Within three generations the once proud beings became caniballistic ooze creatures that soon sank in to the swamps to feed at their leisure. Thognyia soon sank into the swamps, but legends tell of strange beasts the shamble in the night to capture the unwary.




Subterranean Spiders Of Shaictha the Vermillion Blasphemy


Ancient tomes speak of Shaictha the Vermillion Blasphemy, one of the Lords of Beyond, entities of Malevolent Power. Many are the servants of Shaicatha, but the best known are the Spiders. Lurking underneath the Realms of Men, the Spiders plot ans plan to replace man as the true rulers of reality. In their true shape they appear as spiders the size of men, each with a deformity that marks them as not of this plane. The Blessed of Shaictha, some say, can change into the shape of man to walk among us to look, to listen, and to feed.

Sunday, June 12, 2011

A Snapshot From Vanth



A rare aboveground picture of a Wooky Lich, Undead Scions of Forgotten Icful. This was taken amongst the blasted landscape of the Forbidden Wastes. Their bone white fur clings to them as they glide through the Wooky Necropolises keeping a constant watch on their sleeping brethern. Although the Wookie Liches seem wizened and dessicated, they can still rip a klengon apart limb from limb. The Tomb Robber Guilds have tried to have them exterminated, but no one has collected any reward as of yet.

Wednesday, March 2, 2011

Visions of Vanth 5: Personalties


Bodyguards Dama and Nirkon D'Lessh of the Auruma Community of God City. One of the few liquid races recognized by the Vulkin Empire, Aurumans utilize humanoid bioshells to interact with other peoples. The D'Lessh Brothers, famously clad in their golden bioshells, provide bodyguard services for both the poor and the rich. How they determine who they aid is a mystery to all involved.


With the fall of the Vanth Sector's Navigation Grid, the appearance of natural Cross Planarl Gates grew in number. The North Mountains have several of these, watched over by the High Avian Daemon Melavatu the Watcher. While his true form may appear slightly ridiculous, Melavatu's canniness and magical ability keeps an uneasy balance between the Material World and the Realms of Spirits.


Among the servitors of the Zombie Princess is her Justicar, Lady Evangeline Lenore Mabuse, called the Lady Raven by the denizens of the Holdings. Known across the face of Vanth as a honorable and dangerous vampyre, she enforces the edicts of the Zombie Princess on those who cross her liege. Lady Raven wields the blade Mistmourn and the advanced mesmeric abilities possessed by several members of her family.


The Great Spineywood keeps its secrets well. Many expeditions into it's dark glade have never returned. Those that have tells tales of strange plant creature that walk as men, elves and wookies. Legendary Vanthian author Werdna H'Tedirem was one of those rare people. Above is Herbskin Rowanbriar, one of the Battle Dryads who ruthlessly protect the Heart of the Forest from harm.



Many are the Gods, Goddesses and Demons of Vanth. Beyond the 777 Gods of the Vanthian Pantheon exist the Lords of Beyond, entities of Malevolent Power. The Blasphemer of Shadow, a former citizen of the City of Blackhawk, seeks to open the way for the Lords to reclaim Vanth. He is pictured here wearing the Vestments of Aggnotha-dam, thought lost in the waning days of the Second Camelon Empire.

Pictures from Badmovies.org, some names generated with the fine name generators at Seventh Sanctum.

Monday, January 31, 2011

Inspiration: Horror of the Zombies (aka The Ghost Galleon)


Here is one of the inspirations for The Lich Templars of Ossorio, my death knights for the Encounter Critical game. It's Horror of the Zombies (aka Ghost Galleon),the third Blind Dead film by the legendary Spanish director Amando de Ossorio. This is great verson of this movie. Take an hour and a half, and check it out.

Sunday, November 21, 2010

Visions of Vanth 3

The Pirates of the Sea of Great Peril are a varied and colorful lot. Many fly under the colors of the Family of the Sea. There are independent operators, but no one trusts them.

The Sulduku Hierophants have many treaures (both religious and secular) in their Island home. Although many countries and kingdoms have respected the Hierophant's neutrality, there are those who do not. Pictured here are the Red Monks of Sulduku, Guardians of the Relics. Disguised from the world, wielding blades of meteoric iron, they are the last sight many a tomb robber has been graced with.

A recent unwanted development is the creation of the Haemoborgs. Warlord Scimitar Blayde of the Steel Warlords developed a biofuel conversion adaptor for his personal cyborg bodyguard corps. Unfortunately, saboteurs from the Anti-Robodroid Enclave delivered a virus that gave the Haemoborgs an insatiable thirst for blood!

Most Vanthians hunt the dinosaurs of Dino Island with a variety of rifles and lasers. The Hanta-Sealgaire Clan from the City of Thunders prefer to hunt dinosaurs only with their Martial Arts Prowess.


The reach of Darth Viraxis stretches across the face of Vanth. Pictured here is one of his servitors, Lord Oskar Steiner. From his secret giant skull shaped cliff base amongst the Seven Mile Pillars of Haragorn, he sends his Technomantic Robodroid lackeys to infiltrate the Cities of Blackhawk and Bloodhaven.

Thursday, September 9, 2010

Visions of Vanth 2


"Blades Muerte" Naschy: pirate, explorer, legend, and one of the few people Darth Viraxis is terrified of.

Darth Viraxis' Sharkman Shock Squad (Khurasan miniatures)


A rare picture of Los Caballeros de la Máscara on their way to save a small village.

Mad stone collasai roam through the Forbidden Waste.
Three members of the Ape Sultanate Exploratory Enclave (Eureka miniatures)

Tuesday, August 31, 2010

Encounter Critical Represent!

It is with much honor and respect for my EC peers that I join the Encounter Critical Blog Ring created by Mr. Criss Creel!






Click here to access all of the Encounter Critical fun on the Amazing RPG Fun Pad! Everything from a brief discussion on transformable robots on Vanth to seven new races and more. This is the official home of the Dr. Rotwang! approved Los Caballeros de la Máscara (The Knights of the Mask)!



Hope you all enjoy!

Sunday, January 17, 2010

This is Strange: Revenge from Planet Ape

I stumbled on this on a random morning of surfing on the net. A review of Tombs of the Blind Dead mentioned an alternate opening/recut version that tied it to the Planet of the Apes movies. The alternate opening sequence was on the 2005 DVD release of Tombs of the Blind Dead. I don't know if it's real or a clever fake, but imagine the RPG possibilities...



Is that not awesome?

Sunday, October 18, 2009

The Obelisk of Kronos Redux--In d30!

In the spirit of the really fun science fantasy material that is appearing in several blogs throughout the RPG Blogosphere, I present this random table. Set in the mighty world of Vanth from Encounter Critical, this table originally appeared in the world famous Encounter Critical Mailing List Files section using a d20. I’ve dropped some of the reference notes, but added 10 more possibilities, ‘cause daddy’s using a d30!

The Obelisk of Kronos

An Encounter Critical Adventure Starter

The Players touch a strange obelisk and are swept away to a strange new place.

The Obelisk of Kronos: An indestructible 6-foot tall crystal carved in the shaped of an obelisk. References in the Dimensionomicon tie these artifacts to the mysterious Kronosians. An Obelisk of Kronos not bound to a Table of Thoth is prone to cause a lot of chaos.

When a character touches the obelisk they must make roll against the Saving Throw skill. Success leaves the victim shaken but not hurt. Failure results in a multiversal shift.

Roll a 1d30 and Check the table below.

1 Alternate Vanth—Roll a d6
1 Reverse Alignment Vanth: Evil guys are good, good guys are evil.
2 High Tech Vanth: No magic, just psionics and technology.
3 One Race Vanth: One intelligent race on Vanth, with many variants.
4 Robodroid/Lizardman War Vanth: terminators vs. serpent men for control of the world.
5 Super Vanth: Vanth with superpowers and comic book tropes.
6 GMs Choice. Go nuts.
2 Throneworld of Price Dax, Protector of the Insector Alliance

3 The home of the gods. Pick a pantheon and run with it.

4 The World of Mythika

5 Asteroid 1618

6 The Bridge of the Starcruiser Durandal

7 Victorian England Roll a d6
1-4 Historical
5-6
Steampunk stuf
8 Megatheira: Gargantuan monsters rampage this world

9 The Planet Klor, rotating around the star Betalguese

10 One of the Elemental Planes: Earth, Air, Fire, Water, Others

11 The Prison Dimension of Lord Dire Killblade, Thanatosian Overlord

12 Camelot Roll a d6
1-2 Classic Arthur
3-4 Twist on the Legend
5-6 Alternate Arthur
13 The plane of Limbo. Roll again or make up something REALLY weird.

14 The jungle realm of the Animal Lords

15 Post Apocalyptic America during the Neo-Luddite/Cyclor Empire War.

16 The Citadel of Honor, New Liberty during the Megaforce/Allied Battalion reunion

17 The Realm of Shatterstone, Crystal Warrior sector

18 The castle of Baron Bramm von Vulkav, country of Vulkavia

19 The Known Lands

20 Neo Chicago, 2255. You land in the middle of a battle between the Defender and Conqueror factions of the Transchangors.

21 Carcosa. One of them (Biercian, Chambersian, Tynesian, or McKinneyian)

22 Harlem, 1970s. Prince Mamuwalde is gathering monsters to his noble cause to fight inhuman creatures worse than he is.

23 Atlantis. Pick one of the thousands of version of Atlantis.

24 The Gothic Empire of Terra during the Andromedan Crusade against the NecroOrks of Antares.

25 The Keep on the Borderlands

26 New Georgia Megastracture, Mecha Police Squad

27 Modern day Earth, Illuminated.

28 The middle of an active wormhole. The players get stuck wherever the wormhole leads, and with whoever was going through it.

29 Somewhere in the history of Vanth.

30 GMs Choice: Anyway from TV, movies, books, other games or anything else.

Some Notes:

Multiversal Shift: The act of traveling through the multiverse at random.

The Dimensionomicon: A tome containing vast amounts of information on the multiverse and the omniverse. There are many different editions and versions of the Dimensionomicon, so not all of the information is valid, honest or up to date….

Kronosians: A morphic race of mutiversal travelers who observe (or try to protect) the omniverse. They can incarnate 9 times before their energies fade into the omniverse. All Kronosians have a tendency towards overconfidence and curiosity.
Thanatosians: The opposition of the Kronosians, the Thantosians are a morphic race that feed of the death and destruction of the omniverse. Whiles they do not Incarnate like the Kronosians, they can take over bodies and make them their own.

Saturday, August 1, 2009

Encounter Critical Theatre #2: Starcrash (1978) Highlights

Submitted for your Encounter Critical/Star Wars ripoff approval, three YouTube videos celebrating Luigi Cozzi's masterpiece of space opera cheese: Starcrash!







And now my favorite scene in Starcrash:



My reaction when I first saw this scene:

a) Dead Silence. Then...

b) "That's F***ing Awesome!"

Sunday, June 28, 2009

Visions of Vanth



A rare daguerreotype of the Zombie Princess



A clan of mutated dwarves use Deronic Psychic Enhancer to cause chaos



The Inquisitors of the Iron Dwarf King confront the latest scourge to come from the Path of Death



A battle of Dinowarriors rages near the lands of the Ape Sultans



A Handyman Lord and his mate rest in one of the more dimensionally unstable areas of the Waepeta Sorceror Palesade

Saturday, April 11, 2009

7 Brief Encounter Critical Ideas

With the Great Computer Move pretty much over with, I’ll probably be posting more often. So without further adieu, I present some ideas for Encounter Critical, fire tested with PURE SCIENTIFIC REALISM!

Or not.

* We need Encounter Critical/Lords of Creation conversion notes, if only for the whacked out monster manual that is The Book of Foes. Mr. Rients?

* Battle Jesters (below). The make you laugh with jokes and comedy. They make you hurt with powered armor and big fricking guns.



* Encounter Critical needs either (a) vehicle rules or (b) suggestions on what vehicle rules to steal...borrow from.

* Transchangors (right): Could somebody rip-off Transformers and Go-Bots to make a race of shape shifting robodroids that are buried in the mountains of Vanth? Yes! And they can be played by Zybots (a Transformer rip-off by Remco).

* Essential cartoon watching for Encounter Critical: Filmation cartoons. I love 80s cartoons in general, but Filmation cartoons have an eccentric edge that can be mined for ideas. Just half a season of He-Man and the Masters of the Universe can give you campaign ideas for years.

* Encounter Critical: The Roger Corman Edition. The rules littered with stills from Corman films. Kind of like all those sci-fi movies that use the starships from Battle Beyond the Stars.



* Using the Encounter Critical rules to play a Warhammer 40K-esque campaign. Just think about the possibilities: Amazon space pirates. Hobbling psykers. Klengon space marines. Klengon space marines would rule.

BONUS IDEA!

* Encounter Critical Special Edition with plenty of bonus rules and race from the fans. And illustrated by Erol Otus. Oh yeah.

Tuesday, March 24, 2009

Uncle Happy's Trailer Bonanza 3: Encounter Critical Edition!

Submitted for you today a selection of trailers from movies I think drip with the amazing zany RPGness that is Encounter Critical!





The next one is a trailer for the infamous "Turkish Star Wars"!











That's what I'm talking about!

Thursday, February 12, 2009

The Lich Templars of Ossorio and More...

More thoughts and Encounter Critical inspiration for everyone. No stats but just some inspiration helper for the Journey Master.

The Lich Templars of Ossorio



In another post I mentioned the legendary Los Caballeros de la Máscara. These legendary luchador knights have many enemies but none are so great as the infamous Lich Templars of Ossorio.

Tales to frighten children. Dark Legends that even frighten the Vampire Counts of the City of Bloodhaven. Remnants of the legendary Camelon Empire. They are all these, and more.

The origin of the Lich Templars is shrouded in mystery and myth. According to legend, the Templars were once the Golden Templars of Ossorio, pledged in service to the Camelon Empire. They were acclaimed as great warriors and technosorcerors, but their service began to wane. Enemies and jealous rivals accused the Templars of bloody deeds and the worshipping of dark powers. Unfortunately for the Camelon Empire, the tales told were all true.

The Golden Templars began to rampage through the star systems near Ossorio. They fielded great Cathedral Warships and began to preach a testament of conquest and blood. At first their gains were great, but a decade later a majority of the Golden Templars were driven back to Ossorio. In one last, desperate gambit, the Grandmaster of the Golden Templars attempted to harness the power of the Grail of Galahad, buried within Ossorio’s moon.


(Above: A Camelon Cathedral Starship)
Legend states that when the Grandmaster gazed upon the Grail of Galahad, the holy might of the Grail reacted to the corruption of the Templars. For daring to gaze upon the holy relic, the eyes of the Grandmaster and all who were pledged to the order were burned out. The moon and the planet Ossorio were shunted into another dimension. The Grail of Galahad was found floating in the remnants of the Ossorio system.

So the Golden Templars slipped into legend until a century ago. Rumors began of ancient Camelon Cathedral ships plying the space ways once again. Reports from the outlying colonies of varying stellar empires cane back of silent desiccated knights destroying temples and drinking blood. Then the truth was revealed: Ossorio had returned with its unholy masters. The Templars who return had entered lichdom.

The Lich Templars spread again from Ossorio, but more secretively. There are rarely more than 13 Templars on a planet at one time. In the dark of space their Cathedral ships go forth to awaken the Templars buried on other worlds.

In combat they are fierce and relentless opponents. Although lichdom has slowed them, they are resilient and hard to destroy, The Curse of the Grail blinded them, but their other senses have been enhanced by centuries of training and dark magic. Their only constant need is a thirst for blood that they can control, but sometimes burns them into madness.

The Lich Templars have caused destruction and chaos, but their relentless evil has also created powers of good. The Crusade against Camelon forced the Empire to put aside some internal prejudices that extended the life of Camelon. The heroes of many worlds including Vanth have gained honor battling the Lich Templars.

Their greatest enemies were forged when the revived Templars razed the planet. The only survivors, 5 men and 2 women, swore revenge. These 7 warriors sought the Luchador Kings of Terra to train them for vengeance. They became Los Caballeros de la Máscara, battlers of creatures across the universe.

Lich Templars prefer to work through patsies and lieutenants for most things. To get blood and souls, though, they are definitely hands on.


Brief Thoughts on Superheroes in Encounter Critical

(An excerpt from the Gamers & Gargoyles fanzine #30, from the Gamealot APA #45, 1985)
Re: Superheroes campaign ideas: One of the ideas I want to try is the Vanthian Brigade. This stems from the old Encounter Critical RPG by Battlefield Press. I have all of the books for this game. Battlefield Press was based in Racine, Wisconsin and Racine is only 30 minutes ways from my house. I also have some of the local fan material, all of it good.

Encounter Critical has a great science fantasy/everything and the kitchen sink vibe. The original rulebook comes with 12 races (including some that seem very familiar) and basic mutation rules. The world of Vanth is described in the main rules, various newsletters, and some fan works. The setting is vast—possible origins include mutation, psionics, magic, weird half races, technosorcery, and stranger sources. I could probably whip up some super mutant rules or steal some V&V superpowers. I’m still working on the rules portion of the campaign. Hell, I may use another system entirely, like Marvel Superheroes or something simpler.

The Vanthian Brigade is a JLA/Avengers style superhero team that fights evil across the four corners of Vanth and beyond. Each nation and group has a member in the Brigade. They do not discriminate by race, mutation or belief. Most major nations of the planet allow the Brigade to battle evil on the lands. Even the diabolical Darth Viraxis has sent word for the Brigade to aid his people. Of course, the Godzilla mutant that was summoned was his fault, but his lands needed the protection.

The group has its headquarters in a massive flying castle that circuits that lands of Vanth. The castle is rumored to be the creation of a lost Vulkin/Elfin empire that created one last masterpiece before that Empire fell in a war with Rogue Transchangors. Whatever it’s origin, the Castle Brigade wanders of the skies of Vanth serving as a beacon of hope to the lands below.

The Vanthian Brigade is not the only super team on Vanth. God City has a contingent of the Power Cohort (a galactic order of superheroes), several vigilantes, and super cyborgs. Outside of the city proper is the Cockrum Institute for Phasic Research, a specialty school dealing with strange cases. It is also home to the amazing team of Mutants known of the Phasic Force.

Other countries have their own superhero and villains. Truly, the land of Vanth with superpowers added is truly a strange realm to behold. I may have to start working on this.

Everything else in your zine, RAEBNC.